Paul Pocock wrote:
Hi,

Are there any caveats to be mindful of when trying to implement
instancing using VBO's?

I'm using a static tri stored in a VBO - however I'm facing massive
bottlenecks in the frag shader - with obvious fillrate
issues dragging my frames down drastically.  and I can't see any obvious
state changes that could affect this. I'm using Nvidia 8800GTX with
latest drivers and I'm not dropping into software mode at all. Do I have
to set up my program so I populate my vbo with texture data? or am I
fine with the standard setup - the OSG should be able to handle that for
me shouldn't it?

When you say "instancing" do you mean you're using the draw instanced feature, or you're using multiparenting?

Because display lists are now deprecated, I use buffer objects for most everything these days, and never experience a fill bottleneck, neither with the draw instanced feature, nor with multiparenting.

Does the problem go away when you change from using buffer objects to using display lists?

Does the problem go away when you change your scene graph to render N copies of your object, rather than N instances?

--
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
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